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Found 3,942 Skills
Plan verification and validation campaigns for simulation codes using manufactured solutions, canonical benchmark problems, grid/time refinement, uncertainty propagation, and pass/fail acceptance criteria. Use when an agent needs to prove a solver, model, or result is trustworthy rather than only plausible.
Measures the task accuracy of text models served by MAX using standard benchmarks such as GSM8K, MMLU, HellaSwag, ARC, AIME, GPQA, TruthfulQA, WinoGrande, and BABILong. Use when benchmarking a served model, comparing it with model-card or reference scores, verifying that a new MAX model produces correct answers, or running repeatable dataset evaluations against a MAX OpenAI-compatible endpoint.
Benchmark a model served on MAX with the `max benchmark` command: measure throughput (tokens/sec), latency (TTFT, TPOT, inter-token latency), and GPU utilization by driving load against a running `max serve` endpoint. Use this whenever the user wants to benchmark, load-test, or measure the performance of a MAX model, get tokens-per-second / TTFT / TPOT numbers, run a concurrency or request-rate sweep, compare latency vs throughput, size a deployment, or produce benchmark JSON, even if they don't say "benchmark" by name. Also use when a `max benchmark` run fails to connect or reports zero/garbage numbers.
Extract and decrypt Windows DPAPI-protected secrets (Credential Manager, browser logins/cookies, Wi-Fi credentials, KeePass keys) online or offline using SharpDPAPI, SharpChrome, Mimikatz, or Impacket's dpapi.py, including domain-wide decryption via the DPAPI backup key. Use during authorized red-team credential-access engagements after gaining a foothold or when triaging DPAPI blobs pulled from a host.
Design, implement, tune, or test readable tactical action combat for web games. Use for attack timing, guard and dodge windows, hit contact, posture, lock-on, weapons, boss phases, combat feedback, and deterministic combat tests.
Create, integrate, or audit production-ready rigged 3D characters and monsters with a main model, skeleton, animation library, sockets, collision contracts, separate character equipment, optimized runtime files, catalog media, and an interactive moveset inspector. Use when generating or importing FBX/GLB game actors; defining character-versus-monster asset requirements; separating swords, shields, helmets, armor, or stowed gear; adding idle, walk, run, attack, hit, dodge, block, cast, or death clips; wiring an asset into gameplay; or adding action and equipment controls plus deterministic tests to a game asset catalog.
Implement or tune Three.js game cameras. Use for isometric framing, follow behavior, orbit/zoom limits, occlusion, lock-on, camera shake, touch camera controls, and camera regression tests.
Build, debug, balance, or test combat enemy AI for playable action games. Use for aggro, target selection, navigation, spacing, attack choices, telegraphs, retreats, boss behavior, behavior-state machines, and deterministic AI regression tests.
Design, implement, tune, or test Three.js action-game encounters. Use for arena layout, enemy composition, spawn pacing, objectives, boss phases, reward cadence, encounter fixtures, and difficulty validation.
Use for authorized database security assessment covering PostgreSQL/MySQL/MSSQL/Mongo/Redis exposure, authz, UDF/command paths, and misconfiguration review.
The user built or changed something visual — a UI, an animation, a game, a generated video — and wants it verified, or asks "why does my UI look wrong", "check that the fix actually worked", "does the animation glitch". Use this to record the running thing, critique the recording against plain-language pass criteria, and iterate until it passes with before/after proof.
Operate and verify queues with or without Horizon; safe worker flags, failure handling, and test strategies